First Impressions: Clair Obscur: Expedition 33 - Seeking Light

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BrawlMan

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Everything is "below expectations" and that's one big reason why we're seeing studios shut down and mass layoff and all this nonsense.
Square finally just started getting their heads out of their collectives asses and are actually scaling back on projects and trying to make reasonable expectations. I don't know how long it's going to stick, after they finish FF VII Part 3. They already have a bunch of small projects doing great to begin with, and why they keep forgetting this or constantly needing to relearn this lesson is beyond me. Though Square isn't doing any big lay offs when I last checked. They did close the studio down whom did Forspoken, but folded them into one of their other in-house studios.

You ever notices how when Sqaure gave the entire Hitman IP back to the Eidos and let them break away from Square, all of sudden the sequels to the reboot continuity sold great or above and beyond expectations? To add this, you no longer have to connect online to play the single player of all these games, and especially the first game of the reboot trilogy. It's like when these companies let the developers do what they need or want to do, and remove the bullshit, the game is all the more better for it.
 
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BrawlMan

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I would even question that a bit simply because FF16's combat was implemented with thought and quality, it's not like they threw in whatever is trendy to chase sales (something I see in almost every action game with the goshdarn parry craziness).
While you are not wrong, they still technically did chase a trend when Square hires the combat designer of DMC5 to work on the XVI's gameplay. They were following the action game trend. DMC5, Bayonetta, and Asura's Wrath. Their decisions here was more thought out, but they still added parrying and dodging as core mechanics. The dodging is just an easier version of Witch Time, and there are two types of parries. Technically three with one of the magics you get later in the game. Square and the programmers remembered to implement them first, and be part of the combat.
 

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Expedition 33: Subtle References Are For Cowards | Castle Super Beast 320 Clip

Woolie and Pat do more praising about this game. They mostly talk about how the experience system works in this game and how it's Pat's econd favorite type of experience system. His number one favorite is apparently how it works in Lost Odyssey. Both call it one of the best Final Fantasy games ever made.
 
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tippy2k2

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Some news is Whee News and some news is Whoo News

This is some (potentially) Whee News
 
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CriticalGaming

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Ive begun the platinum push. Now that I've gotten deeper into the lore and side content, I would like to admire the acting. The motion acting is extremely well done.

Except Ben Star. Ben you can't voice acting please stop. The character Ben plays is just Clive from FF16 and it is his whispering every fucking line of screaming every line again. Stop it!
 
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CriticalGaming

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Alright so now that I'm in the post-game I think I'm ready to give this game a full review.

Let's start with the good stuff, the characters are almost universally fantastic. The character moments the game allows each character to have is quite well done and when tragedies happen to them you really feel for them. For the first 70% of the game the story is good if a bit predictable (at least I thought it was). So I'll tell you how I though the story was going to develop as I played it, since I was totally wrong by a HUGE margin.

The story is set up that there is a giant monster called the Paintress who every year paints a lower and lower number on a monolith way in the distance. Whomever is over that number in age is killed instantly in a event called the Gommage. This means that humanity is struggling to live and continue, because everyone's lifespan is shorter and shorter, making having kids harder and eventually impossible. Every year after this Gommage, the people on the chopping block for the next Gommage go on an expedition to kill the Paintress and hopefully end the Gommage's from happening every again. In this case Expedition 33 is a group of 32-year-olds going to give killing this paintress a try, since they'll die in a year either way, seems like a good set up for a story.

Turns out life outside the city is filled with creature and monsters and all kinds of dangers. And one of the first bosses only attacks you if you bother it's flowers. So Immediately I thought I had ti figured out. The gommage wasn't really killed people, instead the gommage turns people into these creatures out in the world. And I thought that would be the big revelation that the paintress isn't killing people, she's changing the world or repainting it in way that turns people into forest creatures to live forever. And it's the human emotions of sadness and loss and death that make her seem evil. So it would sort of play on the morality of that in some way.

Turns out that is not even remotely the case. Monsters are just monsters because you can't have a video game without monsters. Shrug:

So here's the thing. The truth of what this is ALL about, what the whole game means...really sucks. I hate it. It comes out of nowhere and feels forced into the game to make sense when it really doesn't. And it left me scratching my head as to why any of this matters then. The reasoning behind all of it, makes zero sense because it means that all but 2 of the characters have any meaning to anything and everyone else is....well like FFX...just imagined. And it sucks because the game never hints at this being the case through all but the end of the story, and then the story just continues after the last boss for no reason. I really really don't like it.

However the character acting and animations are brilliant throughout. It's a very beautiful game (if you turn of motion blur).

Gameplay-wise the game certainly outlasts it's welcome for me. I said earlier in this thread that being able to reflexively interact with a turn-based system is neat, but if it's required it wears out it's welcome really quickly. Expedition requires the player to dodge, duck, dip, dive, and dodge for the entire game including "trivial" normal fights. If you don't you will get fucked up, and fucked up quick.

Other RPG's have had systems like this. Legend of Dragoon had a fucking rhythm game attached to every attack, and frankly it was the worst part of that game. However LoD had enough other combat options that you could win without being a great rhythm player. Like a Dragon has a perfect block you can pull off like a parry if you can time it right but the timing is extremely hard and the punishment for missing the parry is so irrelevant that you never have to do it to survive.

The other problem I have is that the character's toolkits all feel too basic and they never unlock great abilities. Instead each character has setup, builder, and spender, abilities that you basically rotate through every fight. Though you can synergize some characters better with others. For example Maeille has a skill where she goes into her 200% extra damage stance if a specific ability hits while the enemy is on fire. Now Maeille has an ability that set's people on fire, so in theory, she burns the enemy, does her flip stance attack next turn, and then on turn three she can use her big attack while being in the 200% more damge buff phase.

But if you pair Maeille with Lune, Lune's first spell sets enemies on fire, which means Maeille's first turn can be flipping into her awesome stance without needing to burn people that are already burning. However none of the other characters work together like this. Sciel is about building tarot card buffs on enemies then using a big attack to make all those debuffs explode, no other character can build tarot stacks so her build up has to be done all by herself. And all the other characters work this same way. And since each character only gets 6 abilties at any one time, each character is just built around a rotation that ends with the biggest spender of it all.

Then there is managing the defense of the game in which you must time buttons to either dodge, parry, jump, or super parry, attacks coming at you. Which on paper it's fine, but when you are grinding levels it really makes earning exp tedious as fuck and when you are fighting at the end of the game with max level characters and the best weapons equipped and all the overpowered abilities stacked together....you can still get rofl-stomped because the bosses attack timing doesn't make any sense. That is another thing to, the enemy timings are so wildly different that sometimes you'll read an enemy easily and parry every attack no problem. And then there will be some fuckers who will hit you ever fucking time no matter what because they are so insanely hard to read it's stupid.

Bottomline I feel like the active defense mechanic is too important and must be mastered to beat the game. Rather than a helpful tool to get you along.

Frankly i don't understand what made everyone suck this game's dick so hard, I personally don't think it's that great. It IS a good game, though, maybe in the high 7's. But it's story and lack of interesting combat interactions make the game just "okay" for me.
 

BrawlMan

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Frankly i don't understand what made everyone suck this game's dick so hard, I personally don't think it's that great. It IS a good game, though, maybe in the high 7's. But it's story and lack of interesting combat interactions make the game just "okay" for me.
I'm not invested in the game personally, but I admire what it accomplished and its purity.

People love this game because it is a low budget game with an amazing AAA look, and only cost half of the asking price. Normally that it's a turn based r p g that is from the indie circuit and it's not a 8 bit or 16 bit throwback game. Nothing against those but people were looking for their true 3d Final Fantasy Epic RPG. Made by former Ubisoft developers whom knew this game would never be made at their old job, or would have taken over a decade to make. No wonder people are loving this game. It is also another game that proves how full of shit the AAA truly is.
 

PsychedelicDiamond

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I have finished the game yesterday at a bit under 80 hours. Which included a lot of getting stuck on fights I was underleveled for but too proud to return to later, so take that with a grain of salt. The games final act is structured a bit oddly but I figure an average playthrough that neither mainlines the mainquest nor goes for completionism would probably take around 50 hours. Which is a pretty decent length, although, I suppose, by JRPG standards, quite modest.

I mostly enjoyed my time with it, for one because it's a fairly fun game to play. It plays a bit like the old Mario, or indeed the South Park RPGs where it utilizes quick time events for its attacks, dodges and counters. Not at the same level of depth, where in something like Paper Mario or Stick of Truth, every attack has its own custom microgame to enhance their effect, it's a simple times button press for all of them in this os but it's the same basic principle. It does have a bit more variety when it comes to how you react to enemy attacks. There's a dodge which you can use to avoid damage, a parry which you can use for a counter attack but is harder to time and has a longer recovery than the dodge, a jump used to counter specific attacks and an additional counter for special attacks. Plus a whole lot of special abilities you can equip that work basically like the badges in Paper Mario. It's fun and there's a massive variety of weapons, equippable abilities and enemies which keep it fresh basically throughout.

I wager whether the story will hold up for you depends on how much you think very strong execution can make up for kind of questionable material. Which is probably harsher than it deserves but let me put it this way: It's a contrived premise that you just know will have an even more contrived resolution and sure enough, it does. The game made me think of a Zack Snyder movie, for what it's worth. It knows its actual material is kind of silly and it tries its hardest to compensate for that sillyness by taking it very, very seriously and covering it in layers upon layers of baroque, neoclassical operatics until it can pass as high drama. Which I'm not saying to disparage it, that is effectively what a lot of fantasy fiction boils down to but I do imagine a lot of peoples reactions to the revelations in the games final act will be "Oh come on, really?"

Of course when I'm saying that the game does its best to elevate the material through the presentation, I really do mean it. Expedition 33 has beautiful environments and beautiful cutscenes and beautiful characters and beautiful music. The voice actors are all acting their hearts out to sell you on the writing as high drama. And the general art direction is absolutely on point. In many ways I think of myself as a film enthusiast more than I think of myself as a video game enthusiast but I think when it comes to this kind if larger than life, effect heavy fantasy and science-fiction fare modern games can and do run circles around the medium of live action cinema and while I think the greatest accomplishments in that regard belong to elder statesmen of the medium like Hideo Kojima or Tetsuya Nomura, the team behind Expedition 33 comes damn close to displaying an understanding of games-as-cinema that rivals theirs. Considering Kojima has a new game coming out in a couple of weeks...well, the balls in his court now, the bar's been set pretty high.

I'm confident Expedition 33 will make it at the top of more than a few "Game of the Year" lists, even in a year that has yet to see the release of numerous very promising titles. It's a very impressive debut and an impressive accomplishment that goes to show how far you can stretch a limited budget and limited manpower if the skill and the motivation are there. That a team of three dozen who are genuinely passionate about the project they're working on can accomplish more than a team of three hundred who are just working for their paycheck.
 
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